Hello, Just wanted to point out a typo I spotted.Page 18, the Quarian entry, paragraph 2 starts with "The auarians are a nomadic " instead of Quarians.Thank you very much for the great job you are doing, I love this project.

Hey, LeDition. I've been a fan of your work for a while, so thanks. I was just wondering whether you had any idea of when you'll have a 'complete' version done, because I do want to print it out at some point. Personally I think its pretty fantastic as it is, but anyways.

I am his GM. He asked the question wrong. He meant the starting max for Asari at character creation. Every other skill have a min/max value. Biotic doesn't. It was stated somewhere in some paragraph that non-asari are capped at 2 but it says nothing about Asari. Considering how hard is Dice advancement after character creation a 2D cap for non-Asari biotics is harsh. Also - how many skill points is normal to be awarded per session/quest? I couldn't find any guidelines. Advancing 1 die in a strong attribute costs about 90-120 skill points which is quite a lot. Talent perquisites are also quite costly.

It's 4D for Asari.Yes well D6 systems are built that way so advancing Attributes is really hard. In a normal d6 system you wold roll your attribute after spending the xp on it's advance and see if the attribute is raised or your xp is lost, so I think the rules are not that "harsh' in my version.Im not changeing anything if you don't like the rules change them and see how unbalaced the game becomes, when all your players start throwing shit arround them with a bare thought and kill everyone with their stare...As for XP awarding 3 (poor) to 15 (excellent) XP per session.Advancig one die of attribute costs the number before the D times 10 for every pi in a die. So from 1D to 2D is 60xp, from 2D to 3D is 90XP and so on AND you cannot go above your races maximum. Before you ask why just trust me smarter people than me have developed d6 systems for years. If you think it does not fit your game/gm style just pick another. There are plenty of the arround (like in the link section). Cheers!

Thank you for you quick reply. To be honest I'm not familiar with the Core d6 which I guess can be a problem. So to be clear - the caps to the right are the races maximums in general not just during character creation? There is no way to get a human with 5D strength for example even if he pays with skill points? Exception is biotic which does not have a maximum cap but have a cap at character creation?P.S May I suggest a little rework on the way you present the stats? Instead of having a Min/Max values and distribute 17/18 dices have a Starting/Max values and distribute 5/6 dices. That way you will avoid confusion for people who aren't familiar with d6 Core. And I think you add Biotic there as well as this is something important during character creation

Caps are general maximums which are definite for every species.There is no way to get a human with 5D. Biotic has no cap but the starting cap which is 2D for all races but the Asari. All those things are stated in the rules.

There will be no rework.Familiarise yourself with different systems it will enrich your RPG experience.Space d6 is a free PDF.

Example: Your Dexterity is 3D+1 and your Knowledge is 2D+2, meaning that you can put 6 trained skills under Dexterity(3D+1 and 2D+2 is 6D in total). And 5 trained skills underKnowledge (2D+2 and 2D+2 is 5D+1).

I do not understand the math that is being used here. How do you get 6 skill from (3D+1 and 2D+2 is 6D in total).Please help

Help solve a point of contention for me, please: To qualify for talents, do you total the pips in the attribute and the pips in the skill (And the specialization, if it calls for it), or only the pips in the specified skill/specialization?

Hi, been playing you rules for a little while now and a couple of questions, the first is about the Combat Shields and the Shield skill.

In the Shield Skill description it states "When a character uses the shield the DV is raised by the Shield skill number."Which DV (I assume this means Defence Value) is that? Melee DV? Brawling DV? Ranged DV? Or all of them? Or is it a typo and should read DR rather than DV?

Also, in the descriptions for the Motorized Joints & Crusher Exoskeleton Armour Mods state that the Mod increases the Brawling Damage.Shouldn't that include Melee Damage as well?When attacking with either Melee or Brawling, they both use the same damage dice and to be fair they're pretty much doing the same thing except that one uses a lump of material for extra hurt. :-)

If you want to have that talent than you have to have the appropriate specialiastion like Ranged: Pistols. It's a seperate skill from Ranged. But if u dont want to use the talent use Ranged for Ranged Combat.

How do you calculate a characters brawling damage because i have a krogan who has Melee/Brawling damage at 7, does this mean he does 7 damage or rolls 7 dice for damage. I'm guessing the first but just want to be sure as the pre-gened talon krogan has brawling damage 5D+6 and was wondering how?

Specialisation is another skill. So if you want to specialise in one ranged weapon instead of all you go for specialisation. It's cheeper in XP, but it doesn't stack with the ranged combat skill. So when for example You have pistols spec, you use it for pistols and if you use another ranged You use the ranged skill.

So when I have Ranged +6 and Ranged: pistols +9, when I shoot with a pistol i get +9 to my result instead of +15? Because I thought it does stack considering the example below:"Example: If your character’s Technical is 3D and her demolitions skill is 3D+2, you could give her a demolitions specialization vehicles of +1 (which means that, when she’s attempting to blow up planetary vehicle, she rolls 3D+2+1)."

so do you purchase each biotic power skill separately" and whats the cost? so if i start with 2d6 in biotics and i want throw at +6 does that cost me 6 of my starting 21 points? (making my roll 2d6+6 on throw rolls?}

Advancing TalentsYou can advance talents during game; it costs 5 character points to learn a new talent. You can advance only Biotic Talents, Tech and Combat Talents are skill based! The cost of advancing Biotic talents is the same as advancing skills.

My pen and paper group doesnt have regular time for now games... its not even a fix group. More some new peope who say 'hey, do you like to make our game master for an evening?!". But everytime I'm looking for a rule book update and I get a nice suprise :) So thanks a lot... yes I'm about a year to late :D

This is great. It's gotten me really hyped to run a game, and I see you borrowed quite a bit from the SW d6, which is good since I have some experience playing it.But tell me, did you happen to write a campaign for it? I'll probably homebrew one either way, but I'd like to have something to work off of.

Hey, i love the system, am currently running a game that has been going for 3 months and planned to continue for another 3. I was wondering if you had any plans or ideas about coming up with stats for the Raloi race? They are an avian race in the mass effect universe that until about a week ago I'd never heard of

hello. I saw something and am wondering if it is a typo and if it isn't I wouldn't mind a little bit of an extended description of why. but under the bureaucracy skill, one of the modifiers is if you are in good standing or well liked by the bureaucracy and the modifier is +5 or more. suggesting that the more well liked you are by a bureaucracy the harder it is to get information from it.

btw, thank you for putting in the time to make this game, I love the mass effect universe and have been wanting to play a proper rpg designed after it

Its funny, but I'm a big fan of the D20 Rules, and love the Mass Effect setting. Meanwhile, I have a friend who is a big fan of the D6 rules (going way back to the Star Wars RPG), but doesn't like the Mass Effect games.

The biotic power "crush" implies to me that it requires maintaining, but there is no note on penalties or it taking up your action, so the way it is written seems to mean that it just stays active on its own, which I'm pretty sure isn't how it's intended. Is it just a "you can't take any other actions while maintaining this power"?

Id wish you'd make another update, it's fun but with Andromeda out plus with all my buddies replaying the whole series, some enemies seem like a fun race to play (Etc the collectors, Rachni, so on) please don't let this amazing rpg die. Sincerely Nick

Does the -3 for multiple actions apply to the damage rolls of biotic powers? I ask because other skills are simply less likely to work/hit, so if it does, then biotics use a different power curve to everything else, making them less effective with "higher level" characters.

Me and my friends have been playing this and a few issues came up: 1) the way melee damage works wasn't clearly explained and I had to look at some of the enemies who use melee attacks (like husks). It would be nice to have a more clear explanation written. 2) with your alternate rules for starting characters with 9 ranks in skills, I would like to see if there is an equal bump in specialized skill rank maximum at character creation. 3) created characters tend to look very similar once players get more character points as there are a lot of talents tied to a handful of the plethora of skills you have listed. A possible solution would be to add more talents (passive or otherwise) to different skills and/or change or add skill requirements to existing talents. 4) the Grenade Launcher heavy weapon has an option for firing gass grenades, but there's no support for that option. Can we get some more types of gas that have different effects? 5) the carnage talents reads that it keeps going until the shotgun specialist hits a target, even if they activated it several rounds ago. It would also make sense to have the explosion as a 2 or 5 meter radius from the target impact instead of just to the left or right. 6) there is no support for SMG specialists in talents so nobody in my group wants to use them. Can we get a talent specifically for SMGs or have an SMG specialists hat access to overkill or marksman?

It seems, when rolling for credits at creation, it's almost impossible to roll high enough to have the credits needed to obtain a biotic implant, which is listed as 15,000 credits, without taking points in Business, Gambling, and Value. That has to be a typo. Someone creating a biotic human would have to roll all 6's with 4D Knowledge and 6 points in each relevant skill, to have exactly 15,000 credits to afford the implant, and would be unable to buy anything else in addition.

Under the current system of upgrade points, a player could have a biotic implant and Wetware installed and an arm and shoulder replaced and be at the threshold for safe upgrades. How would it be unsafe to have a foot replaced afterward? How should it be possible to roll so poorly that the biotic character with an implant and wetware inside his head (like many other biotics the galaxy over) would become insane to the point they become unplayable? In fact I see nothing there besides the biotic stuff that messes the brain of the patient. I have this problem with Shadowrun too. Unless it's possible that the replacement parts could send a binary message back through the synapses that reads "kill your parents" or something (doubtful), I have a hard time believing that augmenting without having to get remotely near the brain even has a chance to make you go insane because you already have two robot legs.

As for the first part. Seriously don't get attached to the numbers. Just make a character that makes you and you GM comfortable. The rules are just some guidelines and not set in stone. I wrote them for my players because I didn't want to have super soldiers fucking everyone up from the get go.

As for the second. Yes, that was the idea. To not have bulletproof psycho robocops fucking up the galaxy. But hey, if You need that in Your campaign feel free to change those numbers also. But as you might notice in Mass Effect games no one goes overboard with the implants and the reason is that they do mess with your head.

Like stated in the rules, somewhere. Feel free to change them and have fun.

Disclaimer

This blog contains materials that will help you to GM and play in the MASS EFFECT setting. I do not claim the rights to any of the Copyrighted names or concepts within, they are properties of Bioware, EA, WestEndGames and their respective owners. This is a fan made, unofficial and noncommercial Mass Effect role playing game.